rellikki
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Everything posted by rellikki
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Persistant MP class levelling systems
rellikki replied to *zeewolf*'s topic in OFP : MISSION EDITING & SCRIPTING
You can transfer data between different MP missions? I'd be interested in it too. -
I was actually planning something like this myself too, but it seems like you beat me to it. :) But I think you forgot the addon itself, the archive only contains the config file.
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excute waypoint of other after being killed?
rellikki replied to Isawyou's topic in OFP : MISSION EDITING & SCRIPTING
That should work, but it takes a little time for the other guy to take notice of the other one being dead. Wait a little while and he should then take his place. -
The archive is corrupted, the files wouldn't extract for me. And it seemed like there was no difference between the new config and resource files and the old ones from the hotfix 2.
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Please search before posting. This has been answered several times here since CWA was released.
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Yes, you should install CWA into its own directory and copy the Red Hammer campaign PBO from OFP to CWA. CWA shouldn't be treated as a patch, technically it's a new game on its own.
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The method you found in the wiki page is right, but you do realize you're editing Winter Nogojev's background cutscene? You will need to do the mentioned change for every mission the error occurs in.
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Worked fine for me, njmatrix. There might be something wrong with your variable _truck. Or perhaps it's already full of equipment?
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I moved the posts here into a new thread to continue the discussion: http://forums.bistudio.com/showthread.php?t=125179
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I once had an idea about configuring shotguns as "grenade launchers" and making them shoot single large sized projectiles which would simulate the scattering of the buckshot, but I never really got to experiment with it. At least that way it wouldn't be possible to lay rapid fire with the shotgun, as it usually is with the current burst fire method that's used on most shotgun addons.
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Some bug reports: The new BRDMs' gunners are invincible, they cannot be shot. There's a transparency problem with the FAVs' backlights, which makes the tires and the shadow on the ground disappear. I realize this is an "engine limit", but perhaps the size of the backlights should be reduced to make it less obvious.
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Another way to check whether it's an online game would be the playersNumber command.
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The new CWA command isServer will only activate in multiplayer mode, you could use that.
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I agree. There's absolutely no reason to stick to the older version(s). By doing so, people are scattering the little community we still have left.
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Speaking of ninjas, Itweas' ninjas can swim too: http://ofp.gamepark.cz/index.php?showthis=8762&newlang=eng MP compatible version available at Faguss' website: http://ofp-faguss.com/index.php?page=addons
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Respecting the victims of the incident isn't about speculating what really happened, but to show your sympathy. If you really meant to honor the victims, you would have instead posted your condolences. It doesn't matter what really happened, or what are your opinions - What matters is that they're dead and today is the day to remember them. The only reason I'm closing this thread is because it breaks the forum rules. It has nothing to do with cowardness. He shouted at me... ='(
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Petike, you can find it in OFPR.info: http://ofp.gamepark.cz/index.php?showthis=10775&newlang=eng
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This is how you remember all the lost lives during the incident? I don't think so. Closing.
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Most likely it's just video editing, but it's not possible in game.
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Just noticed the memorial object in the editor. Nice tribute. I like the model itself too and that new mosque building looks very nice too. What program do you use to make the models?
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There's no FLIR for OFP.
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Mirror by OFPR.info: ftp://ftp.ofpr.info/ofpd/unofaddons2/NogovanUh1.zip ftp://ftp.ofpr.info/ofpd/unofaddons2/NAFcom.zip
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Mirror by OFPR.info: ftp://ftp.ofpr.info/ofpd/unofaddons2/NogovanAirforceMig21.zip ftp://ftp.ofpr.info/ofpd/unofaddons2/NAFcom.zip
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There's still some little faults in the animations: When crouching and strafing right, if you push the backwards key, the character first takes a step left before doing so. The character's stance also gets reset to standing if you go backwards during left or right crouch strafing, unlike it is with left-back, back, and right-back strafing. Same case with crouch sprinting forward. Animations are also missing correct transitions when a rocket launcher is equiped and the character puts the weapon on pack, both with pistol and rifle animations. Correct transition also missing when you throw a grenade and put the weapon on back while standing.
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footstep sounds and WSS files
rellikki replied to sevensixtytwo's topic in OFP : CONFIGS & SCRIPTING
If you want to modify how loud they sound like in game, as in how far they can be heard, you don't edit the sound files themselves but the config definitions. If you open the main config and go to class Man under CfgVehicles, you should find the section for sound definitions: class SoundEnvironExt. In there you should see a list of different sounds for different surfaces. Here's an example: The bolded part defines how loud the sounds are. Try playing around with it to get the results you want. Or if you actually wanted to change the sounds, there's a program for encoding and decoding WSS files, here: http://ofp.gamepark.cz/utilities/OFP_WSSprogs.zip